Exemplo n.º 1
0
/*!
	Create a normalized direction vector for an arbitraty set of rotation angles.
	
	\param[in,out] dst The resulting direction vector will be stored in this variable.
	\param[in] up_axis The up axis.
	\param[in] rotx The X angle in degree.
	\param[in] roty The Y angle in degree.
	\param[in] rotz The Z angle in degree.
*/
void create_direction_vector( vec3 *dst, vec3 *up_axis, float rotx, float roty, float rotz )
{
	vec4 rotation;

	mat4 m;

	mat4_identity( &m );

	rotation.z = 1.0f;
	rotation.x =
	rotation.y = 0.0f;
	rotation.w = rotz;

	mat4_rotate( &m, &m, &rotation );

	rotation.y = 1.0f;
	rotation.x =
	rotation.z = 0.0f;
	rotation.w = roty;

	mat4_rotate( &m, &m, &rotation );

	rotation.x = 1.0f;
	rotation.y =
	rotation.z = 0.0f;
	rotation.w = rotx;

	mat4_rotate( &m, &m, &rotation );

	vec3_invert( up_axis, up_axis );

	vec3_multiply_mat4( dst, up_axis, &m );
}
void material_draw_callback(void *ptr)
{
    OBJMATERIAL *objmaterial = (OBJMATERIAL *) ptr;
    PROGRAM *program = objmaterial->program;
    unsigned int i = 0;
    while (i != program->uniform_count) {
	if (!strcmp(program->uniform_array[i].name, "DIFFUSE")) {
	    glUniform1i(program->uniform_array[i].location, 1);
	} else if (!strcmp(program->uniform_array[i].name, "MODELVIEWPROJECTIONMATRIX")) {
	    glUniformMatrix4fv(program->uniform_array[i].location, 1, GL_FALSE, (float *)GFX_get_modelview_projection_matrix());
	} else if (!strcmp(program->uniform_array[i].name, "DISSOLVE")) {
	    glUniform1f(program->uniform_array[i].location, objmaterial->dissolve);
	} else if (!strcmp(program->uniform_array[i].name, "AMBIENT_COLOR")) {
	    glUniform3fv(program->uniform_array[i].location, 1, (float *)&objmaterial->ambient);
	} else if (!strcmp(program->uniform_array[i].name, "DIFFUSE_COLOR")) {
	    glUniform3fv(program->uniform_array[i].location, 1, (float *)&objmaterial->diffuse);
	} else if (!strcmp(program->uniform_array[i].name, "SPECULAR_COLOR")) {
	    glUniform3fv(program->uniform_array[i].location, 1, (float *)&objmaterial->specular);
	} else if (!strcmp(program->uniform_array[i].name, "SHININESS")) {
	    glUniform1f(program->uniform_array[i].location, objmaterial->specular_exponent * 0.128f);
	} else if (!strcmp(program->uniform_array[i].name, "MODELVIEWMATRIX")) {
	    glUniformMatrix4fv(program->uniform_array[i].location, 1, GL_FALSE, (float *)GFX_get_modelview_matrix());
	} else if (!strcmp(program->uniform_array[i].name, "PROJECTIONMATRIX")) {
	    glUniformMatrix4fv(program->uniform_array[i].location, 1, GL_FALSE, (float *)GFX_get_projection_matrix());
	} else if (!strcmp(program->uniform_array[i].name, "NORMALMATRIX")) {
	    glUniformMatrix3fv(program->uniform_array[i].location, 1, GL_FALSE, (float *)GFX_get_normal_matrix());
	} else if (!strcmp(program->uniform_array[i].name, "LIGHTPOSITION")) {
	    vec3 position = { 0.0f, -3.0f, 10.0f };
	    vec3 eyeposition = { 0.0f, 0.0f, 0.0f };
	    vec3_multiply_mat4(&eyeposition, &position, &gfx.modelview_matrix[gfx.modelview_matrix_index - 1]);
	    glUniform3fv(program->uniform_array[i].location, 1, (float *)&eyeposition);
	}
	++i;
    }
}
Exemplo n.º 3
0
void LAMP_get_direction_in_eye_space( LAMP *lamp, mat4 *m, vec3 *direction )
{
	vec3_multiply_mat4( direction,
						&lamp->direction,
						m );
		
	vec3_invert( direction, direction );
}